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Would you ever consider breaking a treaty?

Poll ended at Sat Dec 09, 2006 10:02 am

 
Total votes : 0

Treaties and NAP's (ignore the last one I posted)

Postby Scharn on Wed Nov 29, 2006 10:02 am

In a recent game it was suggested that I broke a NAP. I was accused by a player who wasn't even included in the NAP. In the game chat I had offered a NAP (the sentence ending in a ?) which was not taken since I received no reply. I believe if no reply is made then there is no treaty to break. Surely this is fair enough.
Even so it got me thinking about NAP's and alliances in general.
Is it ever justifiable to break an alliance?
Should you agree to an alliance with an intention of weakening your ally and thus launch a killer blow?(ie. Hitler-Stalin pact)

I think under certain condition alliances become redundant anyway ie. If both members of alliance are the only remaining players left and 3 turns left of the treaty to play.
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Postby KoolBak on Wed Nov 29, 2006 1:14 pm

Can't.....resist......

I picked option 4 as I think they are reprehensible....

However, many folks that make them break them in a heartbeat for an advantage (I liked your option three!).....I can think of 4 or 5 people on my Ignore list I have seen do this.

Make em, break em, its war, eh?
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riskllama wrote:Koolbak wins this thread.
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Postby Bishop on Thu Nov 30, 2006 11:39 am

What's an NAP?
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Postby thundercat on Thu Nov 30, 2006 12:08 pm

under certain circumstances, but i would given at least 1 turn notice. The reason for breaking the treaty would simply probably be because I have the advantage. :wink:
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Postby KoolBak on Thu Nov 30, 2006 12:43 pm

Bishop - Non Aggression Pact...essentially an alliance.
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riskllama wrote:Koolbak wins this thread.
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Postby qeee1 on Thu Nov 30, 2006 2:02 pm

KoolBak wrote:Bishop - Non Aggression Pact...essentially an alliance.


Not necessarily, I've had non agression pacts that have applied to only one territory or border, but due to the progress of the game we ended up attacking each other all over the rest of the map. An alliance implies working together for a common aim, such as taking down the strongest player. An NAP applied to the whole map is still different from an alliance in that respect, but not by much.
Frigidus wrote:but now that it's become relatively popular it's suffered the usual downturn in coolness.
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Postby KoolBak on Thu Nov 30, 2006 3:16 pm

They are one and the same, entered into only by unemployed, Irish teenagers still living at home.

Reprehensible on many levels......

(LMAO!! Thanks for that opportunity Qeeester!)
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Postby qeee1 on Fri Dec 01, 2006 8:22 am

KoolBak wrote:They are one and the same, entered into only by unemployed, Irish teenagers still living at home.

Reprehensible on many levels......

(LMAO!! Thanks for that opportunity Qeeester!)


I'm not unemployed or living at home, though the Irish thing I'll give you. :P
Frigidus wrote:but now that it's become relatively popular it's suffered the usual downturn in coolness.
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Postby KoolBak on Fri Dec 01, 2006 3:47 pm

Damn...there went my dig..... :cry:
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Postby Nous-irons on Sun Dec 03, 2006 8:05 am

I try to be as good-willed as possible ... often it means I get attacked first. :D But usually I try to consolidate a position to try to take advantage while still in treaty.

Also, "under certain circumstances" - but not necessarily with a 1 turn notice!
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Postby Machiavelli on Sun Dec 03, 2006 2:41 pm

I picked the last option...

Xigames what what!

Although i havent been on there in a while I think they still do the no treaty thing
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Postby MeDeFe on Sun Dec 03, 2006 4:44 pm

How about "under certain cirumstances without 1 turn notice"?

Like when you're in a position to mop up everyone else and win the game.
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Postby RobinJ on Sun Dec 03, 2006 5:36 pm

^

Does that not count as stabbing my own mother in the back :?: :lol:
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Postby Bishop on Sun Dec 03, 2006 6:21 pm

There's only one situation where I'll break a treaty without a one turn notice. If a person has almost been wiped out, I'll finish the job off to get the cards. I figure if they'll be wiped out anyway that round, it doesn't matter who does it.

Obviously, if I know they'll trade in a set and be able to get a good position, I won't take them out.
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Postby qeee1 on Sun Dec 03, 2006 7:15 pm

Bishop wrote:There's only one situation where I'll break a treaty without a one turn notice. If a person has almost been wiped out, I'll finish the job off to get the cards. I figure if they'll be wiped out anyway that round, it doesn't matter who does it.

Obviously, if I know they'll trade in a set and be able to get a good position, I won't take them out.


In that situation I usually ask the player...
Frigidus wrote:but now that it's become relatively popular it's suffered the usual downturn in coolness.
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Postby sfhbballnut on Sun Dec 03, 2006 7:31 pm

when you play risk in person,diplomacy and treaties are more important than actually playing. It makes for a fun and intellectual game. That's the one thing I don't like about playing here is nobody even discusses treaties and diplomacy, and when you suggest them people either ignore you, get mad and attack you, or scoff about you needing help to win. This site is great but, I wish people would play on a higher level every once in a while
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Postby KoolBak on Sun Dec 03, 2006 10:42 pm

LMAO!!!
"Gypsy told my fortune...she said that nothin showed...."

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Postby Blackadder on Sun Dec 03, 2006 10:48 pm

Been on the recieving end of treaties/nap between my opponents, real great fun in a standard game trying to fight of two or more people that refuse to attack each other :roll:
If they want team work why don't they stick to double/triple games.
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Postby hustlertwo on Wed Feb 28, 2007 4:53 pm

Blackadder wrote:Been on the recieving end of treaties/nap between my opponents, real great fun in a standard game trying to fight of two or more people that refuse to attack each other :roll:
If they want team work why don't they stick to double/triple games.


I concur. If I'm playing a free-for-all game, I'd prefer it remain that way. Those who wish for teammates have modes to cater to their desires, so why shouldn't lone wolves be able to have the same?
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Postby Nikolai on Wed Feb 28, 2007 5:05 pm

Because then you might have a teammate to help you out, and the point of an alliance is (usually) to take down one person.
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Postby IronE.GLE on Wed Feb 28, 2007 6:00 pm

NAP's are only effective if it's on one or two borders. Anything more than that is too restrictive to your movements around the board because the other player could essentially cut you off from entering a weakened continent. It is also my opinion that if any time your NAP partner attacks the continent from a different position, it breaks the NAP and you are free to attack at will. The entire point of an NAP is for both parties to keep their bonuses with little to no fortification on their common border.

In my first World 2.0 game (private game) I had the Far East subby and another player tried to take China because it would lessen the hold points for the Indian subby. He didn't take it but weakened me to a point where I could no longer hold the FE subby. I PM'd the player and asked for a NAP but he declined, saying he didn't want to fight with me and was moving towards Europe. He told me to feel free to take the Indian subby. I felt this was a trap as he was just wanting me to overextend myself before he took China, and possibly the FE subby once I had thinned out my forces. So I simply used a 3 card mixed set plus the bonuses to fortify China and got a card attacking elsewhere. Basically I let him keep the Indian subby and sure enough he went into Europe. Over the next 12 turns I continued to let him keep the Indian subby as it served MY purpose to have him spread himself out thin while drawing attention from the rest of the players. Then someone accused us of a secret alliance and he moved his massive forces from Oceania into position to attack. I knew at that point I was done for so I moved my forces through India, ME and into Africa. It didn't help as I wiped off the board in about 5 more moves. Point of this story is if someone declines an NAP, then attack him and take the territory before the entire board decides to attack you for a supposed secret alliance.
There is no luck, only preparation and execution.

Alliances are for the weak, whimpering masses looking for someone to hold their hand through the storm.
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Postby endowdly on Wed Feb 28, 2007 6:51 pm

i can't stand them. i think they go against the ideals of them game. there can only be one winner (unless you're playing deuxes or trips) but you make a treaty anyway? i understand they're a part of the game, so i use them when i have to. but i would never break a treaty. i am a man of my word.
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